Warhammer 40,000 Fanmade: Dark Eldar

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    Codex: Dark Eldar

    The Fifth Edition Redux

    Dark Eldar Special Rules

    Dark EldarUnits with this special rule have the Fleet of Foot, Acute Senses, and Furious

    Charge special rules.

    Fearless Reavers

    The skills of a Dark Eldar army usually rotate around the hunt. Units with this

    special rule may always charge on the turn that they disembark from a transport.

    In addition, units which fall back from a combat involving Fearless Reavers may

    be consolidated into if this is the case, the unit is immediately taken prisoner

    (see below)

    Prisoners of the Dark Eldar

    The Dark Eldar thrive on the slave trade. For each 10 models in a unit destroyed

    in combat (or consolidated into as above) or forced to move off of the board by

    the Dark Eldar, a single Prisoner token (e.g. a model to represent the unit, or a

    simple marker) is added to the Prisoner pool.

    For each The Dark Eldar army The enemys army

    5 Prisoners Gains +1 Ld Has no effects applied.

    10 Prisoners Adds +1 to their Movement Loses 1 Ld

    15 Prisoners Rolls 2d6 for Consolidation Falls back 2d6-4

    The Dark KinMany are disgusted by the new appearance of the fallen ones. All models in an

    Eldar army which is battling a Dark Eldar army will gain the Preferred Enemy.

    However, Dark Eldar will gain +1 to hit (this is up to a maximum of 2+).

    Dark Eldar Weaponry

    Net Weaponry

    Weaponry with this special rule will immediately add 1 Prisoner token for each

    casualty dealt with them. They may only be used in Close Combat.

    Dark Matrix

    Weaponry with this special rule will gain +1 Strength for each 5 Prisoner Tokens

    taken by the army as a whole.

    Distillery

    Weapons with this special rule are used to help produce Combat Drugs they

    make us feel good. For each 5 casualties dealt by a weap on with this special

    rule, the bearer of the weapon will gain a Combat Drug (randomly from those in

    their entry).

    Dark Eldar Combat DrugsDark Eldar Combat Drugs have a number of different effects. These are rolled for

    at the beginning of each Dark Eldar turn. All units with Combat Drugs are

    affected by the same effect, unless noted in their special rules.

    D6 Roll Drug Effect

    1 Out of

    Drugs

    The unit suffers withdrawal symptoms. No drug effects take effect

    this turn, and all will have a -1 modifier on all further rolls.

    2 Purple

    Elephants

    The units all gain +1 Strength and +1 Initiative, as well as Counter

    Attack, for this turn.

    3 Feel No

    Pain

    The units all gain +1 Toughness and the Feel No Pain special rule

    for this turn.

    4 Psycho

    Speed

    The units will strike first in any combat they are involved in this

    turn.

    5 Hyper

    Reactionary

    The units will all gain +2 Attacks this turn, but lose 1 Initiative.

    6

    Adrenaline

    The units all go into an overdose. They gain ALL the abilities above

    for this turn, but all will have a -1 modifier on all further rolls

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    Dark Eldar Weaponry

    Horrorfex 40pts Back Banner

    Within this lies a thousand terrors. Once per player turn, you may unleash the

    terrors in the fex all units (except that which the character is attached to)

    within 6+d6 must take a Leadership check or go to ground for the next game

    turn. The character then takes a psychic test if failed, the character loses a

    wound.

    Terrorfex 15pts

    This enhances the visage of the bearer. When a user of the Terrorfex charges an

    enemy unit, they must take a Pinning test if failed, they strike at Initiative 1 and

    may not react to the charge.

    Totem of Pain 15pts Back Banner

    This represents the suffering the bearer has caused. All enemy units with line of

    sight to the bearer will lose 1 Leadership. However, if the bearer is pinned thenthey will gain 1 Leadership, and the bearer will also take d3 Armour Saves.

    Shadow Field 40pts Back Banner

    The bearer has a 2+ Invulnerable Save. However, on the first failed save the field

    must be restarted the wielder loses the save until they are able to roll a 1 on

    1d6 at the beginning of any player turn.

    Incubi Armour 30pts

    This gives the bearer a 3+ Armour Save as well as a 4+ Invulnerable Save and the

    Relentless special rule. However, the bearer (and unit he is attached to) may not

    pursue falling back units.

    Slavers Gear 10pts

    All of the users weapons become Net Weaponry in close combat. In addition,

    the bearer reduces all enemy falling back distances by d3.

    Dark Eldar Weaponry

    Hades Mask 30pts

    The bearer has the Preferred Enemy special rule. In addition, the unit he is

    attached with gains +1 WS each time that they win a close combat.

    Poisoned Chalice 15pts

    Once per game, the bearer may drink from this potent combination of drugs and

    poison. Then roll a d6 on any roll other than a 1 or 2, the drinker gains that

    many wounds. This may bring him above their maximum wounds on the profile.

    Bounty Rack 15pts Back Banner

    This gives the bearer +1 Strength and +1 Toughness. In addition, a single

    Independent Character killed in a close combat the bearer was involved in may

    be mounted on the rackif it was a Named Character, all enemy units within 24

    lose 2 Ld, and if it was a normal Character all enemy units within 12 instead lose

    1 Ld.

    Enhanced Drugs 10pts

    The bearer may choose to force a re-roll on the Combat Drugs table. However, if

    this is the same result as the previous attempt, then the bearer is removed

    immediately from play.

    Darkness Doll 75pts

    This is a Force Weapon, which also negates any psychic power used within 12 of

    the bearer on the d6 roll of a 3+ (as a Psychic Hood and/or Runic Weapon)

    Note a single Back Banner may be chosen per character.

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    HQ Dark Eldar Archon

    Type Pts WS BS S T W I A Ld Sv

    Archon 80 7 5 4 3 3 7 3 9 4+

    Unit Type: Infantry, Independent Character

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Fearless

    Payment in Place: An army which includes an Archon may include a single unit of

    either Incubi, Wyches (they remain an un-scoring unit), or Hellions as a Troops

    Choice. If Hellions are chosen, then the Archon himself must be on a Skyboard.

    Wargear

    All Archons are equipped with a Splinter Pistol which has Poisoned Attacks (4+)

    as well as a Close Combat Weapon and Haywire Grenades.

    Options:Archons may choose to take any equipment from the list on Page 2 of this codex.

    The Archon may replace his Splinter Pistol with a Shredder for no additional cost.

    The Archon may replace his Close Combat Weapon with a Power Weapon for

    +15pts, or for a Witchblade for +20pts.

    The Archon may choose to ride a Hellion Skyboard for +15pts. This will give him a

    4+ Invulnerable Save and +1 Toughness, as well as changing his unit type to

    Jetbike. He may instead choose to take a Jetbike, giving him +1 Attack and +1

    Toughness, as well as changing his unit type to Eldar Jetbike, for the same cost.

    The Archon may take a Webway Portal for +15pts. This allows a single objective

    to be designated as a Board Edge for the purposes of Dark Eldar deployment

    however, only 1 unit may use the Portal per turn.

    The Archon may take up to 4 models as a Bodyguard from the options on Page 3.

    These count as a single Independent Character altogether. If a Jetbike or

    Skyboard is taken, no Bodyguard may be taken.

    HQ Wych Archite

    Type Pts WS BS S T W I A Ld Sv

    Archon 80 6 3 3 3 3 8 4 9 4+

    Unit Type: Infantry

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, Wych Cult

    Wych Troupe: An army which includes an Archite may include a single unit of

    Reckoning Jetbikes, Wych Gladiators, or Wych Hunters as a Troops Choice.

    Wargear:

    All Archites have a pair of Close Combat Weapons, and Slavers Gear. In addition,

    for one turn a game the bearers weaponry may become Rending.

    Options:

    Archites may choose to take any equipment from the list on Page 2 of this codex.The Archite may choose to take Haywire Grenades for +1pt, or Frag Grenades for

    +2pts.

    The Archite may take any of the Gladiatorial skills from the Wych Gladiators

    entry.

    The Archite may become a Hunter for +10pts this gives them Hunt the Prey,

    Wych Weapons, and the Infiltrate special rule.

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    Transport Option Dark Eldar Raider

    Type Pts BS Front Side Rear

    Raider 50 4 10 10 10

    Unit Type: Vehicle, Fast, Open Topped, Skimmer

    Transport Capacity: 12 models. Incubi aside from those in a bodyguard count

    as 2 models. May not transport Grotesques.

    Special Rules:

    Deep Strike

    Wargear

    The Raider has a single Disintegrator mounted at the front, as well as a

    Horrorfex, Smoke Launchers, and Searchlights.

    Options:

    The Disintegrator may be replaced with a Splinter Cannon for free, a Dark Lancefor +10pts, or a Twin Linked Disintegrator for +5pts.

    Up to four Splinter Rifles may be taken as Defensive Weapons these cost +4pts

    each.

    Incubi, Warriors, Archons, Wych Hunters, or Wych Gladiators may select Raiders

    as a Transport Vehicle.

    Archon Retinue Bodyguard

    Type Pts WS BS S T W I A Ld Sv

    Incubi 20 5 4 3(4) 3 1 6 2 9 3+

    Succubus 15 4 4 3 3 1 5 2 8 5+

    Unit Type: Infantry

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Fearless (while Archon alive)

    Intercept Attack: If a unit of Incubi is joined by an Independent Character, the

    Character may not be allocated any wounds until the unit is dead, and counts as

    a part of the unit for the purposes of Close Combat.

    Parry: Incubi are skilled with their large Power Weapons. If they have a Power

    Weapon, Incubi may force all models within base to base contact to fight with

    one less attack than usual (to a minimum of 1 attack each).

    Wargear:Incubi bear Incubi Armour, as well as either a Power Weapon and Splinter Pistol

    or a pair of Lightning Claws (Equivilent). Succubae bear a Splinter Pistol, Close

    Combat Weapon, and Haywire Grenades

    Options:

    Any Succubus in the Bodyguard may replace their Splinter Pistol with a Doom

    Blaster for +5pts, Dark Lance for +10pts, or Shredder for +3pts.

    Any model in the bodyguard may take Poisoned Attacks (5+) for +5pts. This

    applies to all of their weapons, except from further upgrades.

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    HQ The Master of Puppets

    Type Pts WS BS S T W I A Ld Sv

    Archon 140 5 5 3 3 3 6 2 10 4+

    Unit Type: Infantry, Independent Character

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Psyker

    Psychic Abilities: The Master of Puppets may select two psychic abilities from the

    list to the right before the game starts but after deployment has ended this is

    for no additional points cost. He may use up to 1 power per turn.

    Minor Psychic Powers: A number of powers to the left are listed as Minor

    Psychic Powers. These do not count to the limit of powers which may be used

    per game turn, however they must be purchased as a part of your army list and

    will cost X per choice.

    Mental Break: The Master of Puppets suffers from Perils of the Warp on any

    double, not just a double 1 or double 6. However, if his Invulnerable Save ispassed you do not have to re-roll it.

    Wargear:

    All Archons are equipped with a Splinter Pistol which has Poisoned Attacks (4+)

    as well as a Darkness Doll (included in cost)

    Options:

    The Master may choose to take a Jetbike, giving him +1 Attack and +1 Toughness,

    as well as changing his unit type to Eldar Jetbike, for the same cost.

    The Master may take a Webway Portal for +15pts. This allows a single objective

    to be designated as a Board Edge for the purposes of Dark Eldar deployment

    however, only 1 unit may use the Portal per turn.

    The Master may take up to 4 models as a Bodyguard from the options on Page 3.

    These count as a single Independent Character altogether. If a Jetbike or

    Skyboard is taken, no Bodyguard may be taken.

    Dark Eldar Psychic Powers

    Certain models in the Dark Eldar army may take Psychic Powers. These

    are used as described in the Warhammer 40,000 Rulebook.

    Movement Phase Powers:

    Cacophany: The psyker summons up the voices of those damned to the warp . All

    enemy units which move within 18 of the Psyker must take a leadership test at -

    2 if failed, they may not make any actions in their player turn.

    Dark Prism: The damned protect the psykers bodyguard. For this turn, all units

    within 6 of the Psyker treat their save as Invulnerable.

    Power of Darkness: Grace and timing is granted by others loss. The psyker and

    his unit may immediately move d6+2 inches forward then remove d3 models

    from the unit.

    Shooting Phase Powers:

    Abomination :A warp formed abomination springs into existence for moments.The psyker and his unit count their weaponry as Pinning as well as Rending for

    this turn.

    Bonds of the Captor: One cannot escape shackles of the mind. Select a single

    enemy unit within line of sight this unit takes 2d6 Strength 5 AP 4 hits, which

    cause instant death. For each 2 models killed by this effect, add a single Prisoner

    Token.

    Assault Phase Powers:

    Majesty of Form: The psyker alters the biology of his bodyguard. The psyker and

    the unit he is attached to may CHOOSE their drug effect this tun.

    Rampage: Insanity lends greatest strength. The psyker gains +d6 attacks this

    turn. For each hit scored, the psyker may roll another Roll to Hit. This continues

    until no more hits are rolled.

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    Elites Dark Eldar Incubi

    Type Pts WS BS S T W I A Ld Sv

    Blademaster 36 5 4 3(4) 3 2 6 2 9 3+

    Incubi 26 5 4 3(4) 3 1 6 2 9 3+

    Unit Type: Infantry. 5-10 models, 0-1 Blademaster

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn

    Punisher Halberd: The large halberd carried by Incubi is perfect for cracking

    enemy armour. Incubi have +1 Strength (in brackets above), and add +2 to

    Armour Penetration rolls against Vehicles in close combat.

    Intercept Attack: If a unit of Incubi is joined by an Independent Character, the

    Character may not be allocated any wounds until the unit is dead, and counts as

    a part of the unit for the purposes of Close Combat.

    Parry: Incubi are skilled with their large Power Weapons. If they have a Power

    Weapon, Incubi may force all models within base to base contact to fight withone less attack than usual (to a minimum of 1 attack each).

    Wargear:

    Incubi bear Incubi Armour, as well as either a Power Weapon and Splinter Pistol

    or a pair of Lightning Claws (Equivilent). Succubae bear a Splinter Pistol, Close

    Combat Weapon, and Haywire Grenades

    Options:

    The Blademaster may choose to take up to 1 piece of equipment from Page 2.

    Up to 1 Incubi for each 5 models in the unit may exchange their Splinter Pistol for

    one of the following weapons below:

    Doom Blaster +5pts Splinter Cannon +5pts Dark Lance +10pts

    Elites Dark Eldar Grotesques

    Type Pts WS BS S T W I A Ld Sv

    Haemonculus 50 5 3 3 4 2 5 2 8 5+

    Grotesque 13 6 3 3 4 1 4+d3 2 10 4+

    Unit Type: Infantry. 9-19 models, 1 Grotesque

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, 4+ Cover Save

    Mindless Abominations: If the Haemonculus of the squad is killed, the entire unit

    gains the Rage and Counter Attack special rules.

    House of Monsters: All units within 6 of a Grotesque squad have a +1 to their

    Cover Save (a basic of 5+). If Shooting passes through a squad of Grotesques, half

    of that shooting will be applied to the Grotesques rather than the original target.

    Feel No Pain: Grotesques only suffer Instant Death against Force Weapons. In

    addition, they have the Feel No Pain special rule against ANY shooting (including

    that which would ignore their saves)

    Wargear:

    The Haemonculus is equipped with a Bio Laser and Power Weapon. All

    Grotesques are equipped with normal Close Combat Weapons.

    Options:

    The Haemonculus may take Beast Prods for +15pts these allow the unit to re-

    roll the distance that they Run in the shooting phase.

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    Elites Wych Gladiators

    Type Pts WS BS S T W I A Ld Sv

    Blademaster 22 5 4 3 3 2 5 2 9 5+

    Wych 15 5 4 3 3 1 4 2 9 5+

    Unit Type: Infantry. 5-10 models, 0-1 Battlemaster

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Scouts

    Wych Weapons: Wych weapons are Net Weaponry in close combat, as well as

    reducing the Initiative and Attacks of any unit that a unit of Wyches is in combat

    with by 1 (this is compounded by additional units of Wyches).

    Gladiatorial Abilities:

    Parry: 3pts per model, see the Incubi entry on page 5.

    Snare: 3pts per model. All models in the unit gain +1 WS on the turn that they

    charge.Entangle: 4pts per model. Wych Weapons remove 2, instead of 1, from each

    affected stat.

    Dodge: 3pts per model. All models in the unit have a 5+ Invulnerable Save, or a

    4+ in close combat.

    Wargear:

    Wych Gladiators are armed with Splinter Pistols and Close Combat Weapons.

    Options:

    The unit may purchase Gladiatorial Abilities from the list above, for the indicated

    points cost.

    The Battlemaster may exchange their Close Combat Weapon with a Power

    Weapon for +10pts.

    The entire squad may be equipped with Frag Grenades for +3pts per model. The

    entire squad may be equipped with Haywire Grenades for +2pts per model.

    Elites Wych Hunters

    Type Pts WS BS S T W I A Ld Sv

    Blademaster 26 5 4 3(4) 3 2 6 2 9 5+

    Wych 18 5 4 3(4) 3 1 6 2 9 5+

    Unit Type: Infantry. 5-10 models, 0-1 Battlemaster

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Infiltrate

    Hunt the Prey: Wych Hunters do not have to be rolled for when in Reserves -

    they will automatically come in on the turn of your choice which must be decided

    before the game starts but after deployment ends. If they Outflank, then you

    may choose the board edge that they enter from.

    Snare Traps: A single piece of terrain, decided before deployment begins, may be

    Snare Traps. When an enemy first moves into this piece of terrain the traps

    activate for the rest of the game, the terrain is Dangerous Terrain.

    The Beast Cowers: Monstrous Creatures (which are not fearless), Beasts, andCavalry which are in close combat with a unit of Wych Hunters must reroll all

    successful rolls to hit.

    Wargear:

    Wych Hunters are armed with Splinter Pistols and Close Combat Weapons.

    Options:

    The Battlemaster may exchange their Close Combat Weapon with a Power

    Weapon for +10pts.

    The entire squad may be equipped with Frag Grenades for +3pts per model. The

    entire squad may be equipped with Haywire Grenades for +2pts per model.

    The entire squad may be equipped with Wych Weapons (see left) for +3pts per

    model.

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    Troops Dark Eldar Warriors

    Type Pts WS BS S T W I A Ld Sv

    Succubus 15 4 4 3 3 1 5 2 8 5+

    Warrior 7 4 4 3 3 1 4 1 7 5+

    Unit Type: Infantry. 4-19 Warriors, 1 Succubus

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs

    Raiding Party: Dark Eldar Warriors which are mounted in a Raider may choose to

    either Outflank or Deep Strike.

    Wargear:

    Dark Eldar Warriors are equipped with a Splinter Rifle and Splinter Pistol, as well

    as Haywire Grenades. The Succubus may exchange their Splinter Rifle for a Close

    Combat Weapon at no extra cost.

    Options:

    For each 5 models in the unit, 1 Warrior may exchange their Rifle for one of the

    following weapons:

    Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts

    The entire unit may be equipped with Frag Grenades for +2pts per model

    The Succubus may exchange their Close Combat Weapon for a Power Weapon

    for +10pts. The Succubus may take a Hades Mask or Trophy Rack for the usual

    cost

    Dark Eldar Warriors which are mounted in a Raider may be counted as a Fast

    Attack choice they remain Scoring Units

    Troops Warp Beast Hunting Pack

    Type Pts WS BS S T W I A Ld Sv

    Haemonculus 50 5 3 3 4 2 5 2 8 5+

    Handler 25 4 4 3 3 1 5 2 8 5+

    Warp Beast 7 3 0 4 4 1 D6 2 10 6+

    Unit Type: Infantry (Beasts while Warp Beasts are alive). 9-19 models, 1

    Grotesque. For each 5 Warp Beasts, a single Handler is also purchased.

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Relentless, 6+ Cover Save

    Mindless Abominations: If the Haemonculus of the squad is killed, the entire unit

    gains the Rage and Counter Attack special rules.

    Warp Howl: On any turn that a Hunting Pack charges, they will count as Initiative

    10. They also gain +2 Attacks for the charge instead of +1.

    Psychic Lash: At the beginning of each game turn, a single Handler must take a

    psychic test. If failed the unit goes to ground. You may alter the roll by 1 for eachadditional Handler or Haemonculus in the unit. The Lash is a Force Weapon in

    close combat.

    Wargear:

    The Haemonculus is equipped with a Bio Laser and Power Weapon. All Warp

    Beasts simply have basic Close Combat Weapons. Each Handler has a Psychic

    Lash and Splinter Pistol.

    Options:

    The Haemonculus may take Beast Prods for +15pts these allow the unit to re-

    roll the distance that they Run in the shooting phase.

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    Fast Attack Dark Eldar Hellion Skyboarders

    Type Pts WS BS S T W I A Ld Sv

    Skylord 33 5 4 3 3(4) 2 6 2 9 5+

    Hellion 23 4 4 3 3(4) 1 5 2 8 5+

    Unit Type: Jetbike. 4-9 Hellions. 1 Skylord

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Stubborn, 4+ Invulnerable Save,

    Intercept Attack, Parry

    Swooping Slice: Whenever a unit of Raptors charges, the reacting unit will not

    gain the benefit of cover or Counter Attack. They also gain +2 attacks on the

    charge.

    Exposed: Hellion Skyboards which choose to Turbo Boost will count as having a

    4+ Armour Save, not a Cover Save.

    Wargear:Hellions are each equipped with a Power Weapon and a Twin Linked Splinter

    Rifle (located in the board). The Skylord has a Close Combat Weapon as well.

    Options:

    For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the

    following weapons:

    Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts

    Fast Attack Wych Reckoning Jetbikes

    Type Pts WS BS S T W I A Ld Sv

    Bikelord 33 5 4 3 3(4) 2 10-d6

    3 9 5+

    Jetbiker 23 4 4 3 3(4) 1 10-

    d6

    2 8 5+

    Unit Type: Jetbike. 4-9 Jetbikes, 1 Bikelord

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, 6+ Cover Save

    Drug Overload: All rolls on the Combat Drugs table are modified by 1 (owning

    players choice which direction) for the purposes of their effects on a unit of

    Reckoning Jetbikes

    Crash and Burn: If a Jetbike is destroyed in close combat, all models in base to

    base contact to that bike will take a Strength 2 hit (this counts towards combat

    resolution)

    Wargear:

    All Jetbikes are equipped with a Twin Linked Splinter Rifle and Close Combat

    Weapon. The Bikelord also has Haywire Grenades

    Options:

    For each 5 models in the unit, 1 Hellion may exchange their Rifle for one of the

    following weapons:

    Splinter Cannon +5pts Doom Blaster +10pts Dark Lance +15pts

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    Fast Attack Dark Eldar Dreadwing

    Type Pts BS Front Side Rear

    Dreadwing 150 4 12 12 10

    Unit Type: Vehicle, Tank, Skimmer, Fast, Transport

    Unit Size: 1-3 Dreadwings

    Transport Capacity: 15 models

    Special Rules

    Tank Hunters, Acute Senses

    Jump or Push: The occupants of a Dreadwing may be choose to Deep Strike out

    of it at any point of their travel if this is the case, they must take a Deep Strike

    Mishap roll with a +1 Modifier.

    Heavy Drop: At any point in the Dreadwings movement, you may drop a stasis

    bomb a specialised explosive. Scatter this the distance on a Artillery Dice (2, 4,

    6, 8, 10, Misfire Misfire means that there is no effect). See Summary for

    statline. All models which are wounded by the bomb are suspended in space, andwill count as Prisoners should the Dark Eldar player move within 6 of their

    fragile positions.

    Wargear:

    The Dreadwing is equipped with two Dark Lances, a Disintegrator, and Stasis

    Bombs.

    Options:

    Any of the Dreadwings weapons may be twin linked for +7pts each.

    The Dark Lances may be replaced with Disintegrators for Free.

    The Disintegrator may be replaced with a Dark Lance for +5pts.

    Fast Attack Dark Eldar Hell Talon

    Type Pts BS Front Side Rear

    Hell Talon 150 5 13 13 11

    Unit Type: Vehicle, Tank, Skimmer, Fast

    Unit Size: 1-3 Hell Talons

    Special Rules

    Tank Hunters, Acute Senses, Heavy Drop

    Experienced Pilot: At the end of any Movement Phase, the Hell Talon squadron

    may be placed back into Reserve. They automatically come back in from a Table

    Edge of your choice in the next turn.

    Soul Detonators: Any unit that the Hell Talon squadron moves over in the

    Movement Phase is hit my a Stasis Bomb (see Dreadwing special rules).

    Instable Craft: If a Hell Talon takes a Weapon Destroyed result, roll a d6. On a 1,

    the vehicle is also Immobilised for this turn.

    Wargear:

    Hell Talons are equipped with 1 Doom Lance, Four Disintegrators, and Stasis

    Bombs (with improved delivery)

    Options:

    Any of the Hell Talons Disintegrators may be replaced with Dark Lances for

    +5pts.

    Any of the Hell Talons weapons may be twin linked for +7pts each.

    The Hell Talons may become Transports for +25pts each. They lose the Fast type,

    but gain a 10model Transport Capacity.

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    Heavy Support Dark Eldar Ravager

    Type Pts BS Front Side Rear

    Ravager 100 4 11 11 10

    Unit Type: Vehicle, Fast, Open Topped, Skimmer

    Special Rules:

    Darkness Core: All weaponry used by a Ravager may re-roll failed rolls to wound.

    This also extends to Armour Penetration rolls.

    Light Platform: The Ravager may fire 1 more weapon than it would usually be

    able to this does not include Flat Out!

    Wargear

    Each Ravager bears a single Dark Lance mounted at the front of the craft,

    alongside two Twin Linked Disintegrators (which may fire in either profile). The

    Ravager is also equipped with Smoke Launchers, Net Weaponry, and a Horrorfex.

    Options:

    The Dark Lance may be replaced with a Splinter Cannon for free, or a Twin Linked

    Disintegrator for +5pts.

    Each Disintegrator may be replaced either with a Twin Linked Splinter Cannon for

    free or for a Twin Linked Dark Lance for +5pts.

    A Dark Eldar Archon may ride a Ravager if this is the case, he may not have a

    Bodyguard or leave the vehicle, but the vehicle may use his Ballistic Skill for a

    single gun per turn and strikes back at enemy units with d6+2 attacks (use

    Archons statline and equipment) in an assault (the Ravager may not charge).

    0-3 Fast Attack Mandrakes

    Type Pts WS BS S T W I A Ld Sv

    Mandrakes 18 3 3 3 3 1 4 2 10 4+

    Unit Type: Infantry. 5-20 models per unit. Do not count towards Force

    Organisation Chart if Master of Puppets is in army.

    Special Rules

    Dark Eldar, Fearless Reavers, Combat Drugs, Fearless, Infiltrate, Scouts, Move

    Through Cover, 5+ Invulnerable Save, Stealth

    Stalkers in the Dark: Mandrakes usually infiltrate ahead of Dark Eldar forces.

    After your opponents deployment is over but before the game begins, you may

    place 3 Mandrake Tokens on the field a single one of these will hide your

    Mandrakes unit. If an enemy unit moves within a range decided by a Night

    Fighting test, you must roll a d6. On a 1 or 6, the token must be flipped to reveal

    whether or not that token is the Mandrakes unit. Then place the unit down as if

    they had Disembarked from that token.Shadow Slip: At the beginning of Turn Three, all Mandrake tokens are

    immediately removed and the Mandrake units are placed on the field. On the

    turn this occurs, all Mandrakes have a 4+ Cover Save.

    Wargear:

    All Mandrakes bear a Bio Laser and Close Combat Weapon.

    Options:

    You may upgrade any Mandrake unit to have 4 tokens instead of 3 for +30pts.

    Units may also be upgraded to bear the Combat Squads special rule. This allows

    units of Mandrakes whose size is a multiple of 5 to be split into multiple combat

    squads (as Codex SM). The combat squads use the same tokens as the parent

    unit, but may be split between them instead of all being deployed at the same

    spot.

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    Weapon Range Str AP Notes

    Bio Laser 12 6 4 Assault 1

    Dark Lance 36 9 2 Heavy 1, Lance

    Disintegrator

    (burst)

    36 4 3 Heavy 4

    Disintegrator

    (focussed)

    60 8 1 Heavy 3, Small Blast

    Doom Blaster 18 8 2 Assault 1, Melta

    Doom Lance 36 6 1 Heavy d3+1, Lance

    Heavy Despoiler

    Cannon

    72 10 3 Heavy 1, Large Blast

    Heavy Shredder 36 7 4 Heavy 3, Pinning

    Horrorfex Missiles 48 7 4 Heavy 2, Blast, Pinning

    Shredder 24 6 4 Assault 3, Pinning

    Splinter Cannon 36 6 5 Heavy 4

    Splinter Launcher 36 5 6 Heavy 2, Small Blast, d6Scatter ALWAYS

    Splinter Pistol 12 3 5 Pistol

    Splinter Rifle 24 3 5 Rapid Fire/Assault 1

    Stasis Bomb - 4 4 Heavy d3, Blast, Barrage,

    Unlimited Range

    Talos Launcher 12 4 5 Heavy 5, Small Blast

    Talos Sting 24 4 5 Heavy 10

    Terrorfex Missiles 30 6 4 Heavy 2, Blast, Pinning (-1

    mod)